Core/Spells: rework part 4: iterate over effects first

Port From (https://github.com/TrinityCore/TrinityCore/commit/65dca120d34febdaa84a63e17f638ab0fa59b3df)
This commit is contained in:
hondacrx
2021-08-28 22:35:39 -04:00
parent 091272755c
commit e97ffa304d
6 changed files with 693 additions and 663 deletions
-8
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@@ -3304,14 +3304,6 @@ namespace Game.Entities
case 64234: // Gravity Bomb (25m) (XT-002)
spellInfo.MaxAffectedTargets = 1;
break;
case 62834: // Boom (XT-002)
// This hack is here because we suspect our implementation of spell effect execution on targets
// is done in the wrong order. We suspect that 0 needs to be applied on all targets,
// then 1, etc - instead of applying each effect on target1, then target2, etc.
// The above situation causes the visual for this spell to be bugged, so we remove the instakill
// effect and implement a script hack for that.
spellInfo.GetEffect(1).Effect = 0;
break;
case 64386: // Terrifying Screech (Auriaya)
case 64389: // Sentinel Blast (Auriaya)
case 64678: // Sentinel Blast (Auriaya)